Torn City has thrived for over two decades, offering players a rich, text-based crime RPG experience. However, the core money-making methods — while functional — have remained largely unchanged. This proposal introduces new, fitting systems to expand the economy, offering players dynamic, risk-versus-reward gameplay while maintaining Torn’s gritty, criminal identity.
The goal is to revitalize Torn’s economy with more active and passive money-making avenues, increase player agency, and introduce fresh competition and risk into the financial game loop.
Proposed Additions
1.
Crafting and Manufacturing System
Weapon Crafting: Players collect rare weapon parts through crimes, wars, events, or exploration.
Parts can be combined to create custom weapons with randomized bonuses (e.g., faster reload, extra crit chance).
Crafted weapons could be soulbound or tradeable depending on balance needs.
Drug Manufacturing (Brewing): Introduce a “Chemistry” skill allowing players to craft custom drugs:
Custom drugs could offer temporary stat boosts (beyond standard Xanax/Ecstasy) at the risk of addiction or side effects.
Recipes and ingredients could vary by country (linked to travel system).
Item Modding: Add a “Modification Bench” to upgrade existing gear:
Attach scopes, silencers, reinforced plates, etc., with resource costs and success risks.
2.
Passive Business Ventures
Drug Labs and Grow Houses: Players invest in drug labs attached to properties (e.g., apartment, mansion, island).
Labs produce narcotics for passive income.
Labs face random police raids (unless players invest in stealth/security upgrades).
Rival players can raid and rob labs if left poorly defended.
Nightclubs and Bars: Players establish businesses selling alcohol (connected to travel item imports).
Popularity, security, and staffing impact profits.
Bars could host occasional “raids” by police or criminal syndicates if poorly managed.
Illegal Gambling Rings: Players run underground gambling dens offering poker, dice games, etc.
Risk random crackdowns or scams if not properly secured.
3.
Player-Run Services and Black Markets
Freelance Crime Contracts: Players can post contracts like:
“Bust me out of jail for $X.”
“Attack Player Y and mug $X amount.”
“Spy on a rival faction’s members.”
Adds a true freelance criminal underworld economy.
Black Market Auctions: Create a hidden auction house accessible to players with high crime stats.
Rare items (crafted guns, rare drugs) can be anonymously bought and sold.
High stakes, high rewards.
4.
Heists and Team-Based Crimes
Organized Heists: Small groups (2–5 players) coordinate to rob high-value targets (banks, armored cars, jewelry stores).
Failure results in jail, injury, or asset seizure.
Smuggling Runs: Missions to smuggle contraband from international cities back to Torn:
Risk random customs checks.
Opportunity for big cash profits on successful returns.
5.
Skill Trees and Specializations
Career Paths:
Players can specialize into roles like:
Master Gunsmith (weapon crafting bonus).
Elite Chemist (better drug production).
Smuggler Kingpin (lower customs check chance).
Each path opens up new mini-skills and exclusive rewards.
Additional Concepts for Depth
Idea
Description
Counterfeit Operations
Print fake money at risk of detection and huge fines.
Kidnapping and Ransom
Abduct players or NPCs; factions must negotiate/pay.
Loan Sharking
Player-run loans with custom interest rates and risk of enforcer attacks.
Chop Shops
Steal vehicles during crimes, strip them for valuable parts.
Bodyguard Contracts
Pay players to act as bodyguards to reduce mug/murder chances.
Summary
This expansion would:
Bring fresh gameplay loops into Torn’s economy.
Introduce new risks and rewards, perfectly fitting Torn’s criminal, competitive world.
Offer more player interaction via contracts, raids, auctions, and heists.
Support long-term engagement through specialization and business management.
Torn has always thrived on player-driven drama, competition, and ambition — these additions are designed to fuel that even further into Torn’s next decade.
I think it would be nice if we could access the casino while flying via laptop, would give people something to do when flying like playing poker, maybe even have like separate servers where you’re only playing with other people who are flying.
I may just be salty but does it really have to be a 40 minute wait time when getting mugged for like $200 bucks lol.. I feel that hospital time should be based on how much you were mugged for, people probably quit this game because you’re overseas waiting for items to spawn and get mugged for little money now your 1 hour trip trip turns into a 2+ hour trip like come onnn lol
Oh I see lol sorry, I’ve never known of a company that wants people to actually stop playing their game just figured it would be a good way to stay engaged but yea sure lol
I think it would be nice if we could access the casino while flying via laptop, would give people something to do when flying like playing poker, maybe even have like separate servers where you’re only playing with other people who are flying.
@TheAnaesthetist are you saying I could have a twin out here ? How exciting bro haha and yea like you don’t waste a turn reloading cus that’s how fast you reload na mean
Torn City has thrived for over two decades, offering players a rich, text-based crime RPG experience. However, the core money-making methods — while functional — have remained largely unchanged. This proposal introduces new, fitting systems to expand the economy, offering players dynamic, risk-versus-reward gameplay while maintaining Torn’s gritty, criminal identity.
The goal is to revitalize Torn’s economy with more active and passive money-making avenues, increase player agency, and introduce fresh competition and risk into the financial game loop.
Proposed Additions
1.
Crafting and Manufacturing System
Weapon Crafting: Players collect rare weapon parts through crimes, wars, events, or exploration.
Parts can be combined to create custom weapons with randomized bonuses (e.g., faster reload, extra crit chance).
Crafted weapons could be soulbound or tradeable depending on balance needs.
Drug Manufacturing (Brewing): Introduce a “Chemistry” skill allowing players to craft custom drugs:
Custom drugs could offer temporary stat boosts (beyond standard Xanax/Ecstasy) at the risk of addiction or side effects.
Recipes and ingredients could vary by country (linked to travel system).
Item Modding: Add a “Modification Bench” to upgrade existing gear:
Attach scopes, silencers, reinforced plates, etc., with resource costs and success risks.
2.
Passive Business Ventures
Drug Labs and Grow Houses: Players invest in drug labs attached to properties (e.g., apartment, mansion, island).
Labs produce narcotics for passive income.
Labs face random police raids (unless players invest in stealth/security upgrades).
Rival players can raid and rob labs if left poorly defended.
Nightclubs and Bars: Players establish businesses selling alcohol (connected to travel item imports).
Popularity, security, and staffing impact profits.
Bars could host occasional “raids” by police or criminal syndicates if poorly managed.
Illegal Gambling Rings: Players run underground gambling dens offering poker, dice games, etc.
Risk random crackdowns or scams if not properly secured.
3.
Player-Run Services and Black Markets
Freelance Crime Contracts: Players can post contracts like:
“Bust me out of jail for $X.”
“Attack Player Y and mug $X amount.”
“Spy on a rival faction’s members.”
Adds a true freelance criminal underworld economy.
Black Market Auctions: Create a hidden auction house accessible to players with high crime stats.
Rare items (crafted guns, rare drugs) can be anonymously bought and sold.
High stakes, high rewards.
4.
Heists and Team-Based Crimes
Organized Heists: Small groups (2–5 players) coordinate to rob high-value targets (banks, armored cars, jewelry stores).
Failure results in jail, injury, or asset seizure.
Smuggling Runs: Missions to smuggle contraband from international cities back to Torn:
Risk random customs checks.
Opportunity for big cash profits on successful returns.
5.
Skill Trees and Specializations
Career Paths:
Players can specialize into roles like:
Master Gunsmith (weapon crafting bonus).
Elite Chemist (better drug production).
Smuggler Kingpin (lower customs check chance).
Each path opens up new mini-skills and exclusive rewards.
Additional Concepts for Depth
Idea
Description
Counterfeit Operations
Print fake money at risk of detection and huge fines.
Kidnapping and Ransom
Abduct players or NPCs; factions must negotiate/pay.
Loan Sharking
Player-run loans with custom interest rates and risk of enforcer attacks.
Chop Shops
Steal vehicles during crimes, strip them for valuable parts.
Bodyguard Contracts
Pay players to act as bodyguards to reduce mug/murder chances.
Summary
This expansion would:
Bring fresh gameplay loops into Torn’s economy.
Introduce new risks and rewards, perfectly fitting Torn’s criminal, competitive world.
Offer more player interaction via contracts, raids, auctions, and heists.
Support long-term engagement through specialization and business management.
Torn has always thrived on player-driven drama, competition, and ambition — these additions are designed to fuel that even further into Torn’s next decade.
I may just be salty but does it really have to be a 40 minute wait time when getting mugged for like $200 bucks lol.. I feel that hospital time should be based on how much you were mugged for, people probably quit this game because you’re overseas waiting for items to spawn and get mugged for little money now your 1 hour trip trip turns into a 2+ hour trip like come onnn lol
Am I the only one who thinks the bank investment is not worth it as a new player? If you’re only going from 2b to 2.4b after 3 long months of waiting seems like you could make that in the casino in one day but I guess this is for super end game players
I think ppl arnt understanding or maybe im not explaining it right, in 2016 i created an account with my only email address. I recently tried to log into that account using the same email address and i was prompted to create a new account. So what im trying to accomplish is to recover that account with had the same exact username i have now (RobGoblin) so obviously when you search that account only this one shows. So if it was deleted for some reason im just wondering why it was, i had alot of money and points and stuff over 2000 days old as well.